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Logomancer_SS04_John.jpg
I've always wondered if all this writing talk was a parallel to your own experiences making the game. Did you experience similar difficulty in figuring out how to start the story? Did the original draft start off with a huge exposition dump instead?
Logomancer_SS06_Plantation_Entrance.jpg
This whole area was really amazing, you did a great job. I felt like the lack of color and light made exploration really difficult and confusing, though, especially since the area's so full of little crannies and you spend so much time there. Making it easier to get the claw (maybe making it required) would have been helpful.
Logomancer_SS05_Motality_Play.jpg
Something I always wondered is if what "Ludro" said had any bearing in fact. Is P-M really that cold and ruthless? If Glen did have a brother, would he truly be so callous towards him? It always kind of bothered me that the opening brought up what seemed like an interesting worldbuilding detail that then evaporated into thin air. Did you just not want to ride the "corporations are evil" bandwagon that artists seem to be jumping on lately?
Logomancer_SS13_Final_Horizon.jpg
Ardus and John aren't present at all? Is this from an earlier version where defeated characters disappeared entirely or something?
Last Word (IGMC Version)
I totally get using levels as a narrative tool, it just didn't mesh with the gameplay too well. I did like how Seymour followed your level, but I suppose it would make sense for him to plateau. It's sort of weird for him to suddenly become an even better rhetorical genius than Boasting just because you've done a lot of level grinding. There's even an Order of the Stick comic lampooning that, actually.
You can actually win that??? :O I was certain I was scripted to lose with the special shakey-cursor thing! Maybe I should give up on Mrs. Prattle (I tried fighting her a lot but she always seems to use an aggressive argument no matter what I do) and try for that instead. It's cool that you plan for all these contingencies.
It's a pity you had to streamline things so much for the contest, but them's the breaks.
Edit: Oh, and if you're looking for things to improve, it'd be nice to have a way to speed up the experience gain message. That kind of ticker thing is cool and all, but it can get tiring.
Edit edit: Just beat Chatters and oh man that was hilarious. Bravo.
That means you can win the first fight against the professor (and some people have), but the story doesn't change. The professor asks politely if Whitty will pretend that he just won for the sake of the story. XD
You can actually win that??? :O I was certain I was scripted to lose with the special shakey-cursor thing! Maybe I should give up on Mrs. Prattle (I tried fighting her a lot but she always seems to use an aggressive argument no matter what I do) and try for that instead. It's cool that you plan for all these contingencies.
It's a pity you had to streamline things so much for the contest, but them's the breaks.
Edit: Oh, and if you're looking for things to improve, it'd be nice to have a way to speed up the experience gain message. That kind of ticker thing is cool and all, but it can get tiring.
Edit edit: Just beat Chatters and oh man that was hilarious. Bravo.
Last Word (IGMC Version)
I'd say that he likely developed that line himself in his ignorance, maybe to make himself feel better.
Okay. It's just a bit contrived that it's exactly the same as a saying in our world, is all.
There is, however, a set of dialogue in case you do win, but it's rare anyone will ever see it.
Oh, now I have to see it. XD
Interesting stuff about the cut content. I kept expecting photography to be a Chekhov's gun but it never came up again. I do agree that the ending makes more sense thematically as a reward for beating the optional superboss, but yeah, it's a bit much. (Personally, though, I found Sandhoff far more difficult since she's the only one with the "defensive" skills, which requires more strategy to deal with. With Boasting, you can just irritate and aggress and you're done, like with everyone else.) You have to do an incredible amount of level grinding to even engage him at all. The leveling aspect was largely unnecessary, I found - I spent most of the game at a very low level, because you can coast with good skills (and you can get bows without fighting). And of course, you don't actually need a high level for the final battle - is it even possible to lose that?
(And is there a level cap? I kind of wonder if it's possible for a sufficiently dedicated person to autowin the final battle...)
Luckily for me it doesn't look like my method of discourse compares to The Logomancer's method of argumentation.
Yep, it's just a regular RPG with different coat of paint. A little disappointing, but I still found it fun.
(And a random aside - after Seymour was called "anti-social" I was actually half-expecting for that to be intentional and for it to turn out that he was the evil mastermind behind everything. XD That would be kind of cliche, though.)
Edit: Also, I've noticed sometimes it's possible to irritate people before they've made their opening statement. What causes/determines this?
Last Word (IGMC Version)
Oh, this was lovely! The gameplay was rather simplistic, but the game was short enough that it didn't get too stale. The characters and gossiping mechanics and everything were lovely too. (Few grammar errors, though - you use apostrophes for plurals a lot, and you don't capitalize "father" or "mother" when using them as proper nouns. Also, anti-social means sociopath, I believe you meant asocial.)
I'm baffled as to where Seymour learned the phrase "sticks and stones can break my bones but words will never hurt me" when that's patently false in his world. Is his mother just screwing with him? Is he supposed to be a trans-dimensional traveler from our world or something???
Disappointingly, I never maxed photography, and I appear to be missing one wine. I never reached a high enough level to fight Mr. Boasting either. (I didn't see much point in level grinding in general, honestly.) These little secrets are so tantalizing.
I was wondering if it's theoretically possible to win against Mrs. Prattle in the opening? I presume not, but I managed to only barely lose, as opposed to that other doomed encounter.
I'm also a bit confused by the ending:
So Mr. Boasting has his own Last Word? Are there multiple ones? Where did he get it? Why did he put one on Mew? Is he Mr. Seymour or something and faked his death? Is this supposed to be a hook for a future game, or something that can be figured out from this one?
And, have you heard of The Logomancer by any chance? It's a similar premise, though it takes a more typical fantasy-RPG approach to things.
I'm baffled as to where Seymour learned the phrase "sticks and stones can break my bones but words will never hurt me" when that's patently false in his world. Is his mother just screwing with him? Is he supposed to be a trans-dimensional traveler from our world or something???
Disappointingly, I never maxed photography, and I appear to be missing one wine. I never reached a high enough level to fight Mr. Boasting either. (I didn't see much point in level grinding in general, honestly.) These little secrets are so tantalizing.
I was wondering if it's theoretically possible to win against Mrs. Prattle in the opening? I presume not, but I managed to only barely lose, as opposed to that other doomed encounter.
I'm also a bit confused by the ending:
So Mr. Boasting has his own Last Word? Are there multiple ones? Where did he get it? Why did he put one on Mew? Is he Mr. Seymour or something and faked his death? Is this supposed to be a hook for a future game, or something that can be figured out from this one?
And, have you heard of The Logomancer by any chance? It's a similar premise, though it takes a more typical fantasy-RPG approach to things.
The Logomancer
Hey, congrats on getting featured! You deserve it.
It's unfortunate that you seem to be running into some trouble on Greenlight. I think one problem might be the way you're marketing the game. When people hear "an RPG without killing based on rhetorical battles", I think they expect something more unique than a literal JRPG with a different coat of paint (I certainly did). The Logomancer is a perfectly good RPG but the description is a bit confusing and misleading, depending on peoples' expectations and reactions to certain buzzwords. I think being more upfront about what the game is (maybe focus more on the elements that are more unique, like the mindscape and the wRPG-style exploration) might help on that front.
Edit: I've been replaying the game to do things in a different order and I discovered that if you finish "Edited For Content" before getting Cynthia, she still has lines in the final cutscene and joins your party afterwards. Might want to fix that. (And who's playing Sylvanne if she's not there...?) Speaking of that, is there a plot twist about Cynthia that was cut? She points out that Sylvanne looks and acts exactly like her and that's really weird, but it never comes up again.
It's unfortunate that you seem to be running into some trouble on Greenlight. I think one problem might be the way you're marketing the game. When people hear "an RPG without killing based on rhetorical battles", I think they expect something more unique than a literal JRPG with a different coat of paint (I certainly did). The Logomancer is a perfectly good RPG but the description is a bit confusing and misleading, depending on peoples' expectations and reactions to certain buzzwords. I think being more upfront about what the game is (maybe focus more on the elements that are more unique, like the mindscape and the wRPG-style exploration) might help on that front.
Edit: I've been replaying the game to do things in a different order and I discovered that if you finish "Edited For Content" before getting Cynthia, she still has lines in the final cutscene and joins your party afterwards. Might want to fix that. (And who's playing Sylvanne if she's not there...?) Speaking of that, is there a plot twist about Cynthia that was cut? She points out that Sylvanne looks and acts exactly like her and that's really weird, but it never comes up again.
The Heart Pumps Clay
The Heart Pumps Clay
I found it clever once I figured out the trick to beating it. I guess I just wasn't too observant the first time. Thulak's "I heal everyone to max health" ability made me cry when I first saw it, but once you piss him off everything falls into place. Removing everyone's super-move after you take one person down also helps a bunch. Offense is the best defense it seems.
I also like how Bud manages to play the role of the tank no matter what you do -- if you take the minimalist approach, he soaks damage in battle, but if you explore everything, he sacrifices his own health to empower the party. It's nicely meta. (Crow's absurdly high magic attack was also a nice touch, I did a double-take when I looked at his status screen for the first time. Can he use it for anything or is it just for flavor?)
Overall I did notice that enemies hit really hard, though. Most late-game battles are spent getting constantly knocked out and juggling phoenix vials. (Oh, and speaking of that, there's some naming inconsistency; the tome calls itself "Mix Bottled Phoenix" and says it creates a "bottled phoenix" in the description. I presume you changed the name late in development? That's a pity, I think "bottled phoenix" is a funnier name.) That's fitting for a tank-centric battle system though.
Oh, one question: Why does Crow have a reflection when Mara doesn't?
I also like how Bud manages to play the role of the tank no matter what you do -- if you take the minimalist approach, he soaks damage in battle, but if you explore everything, he sacrifices his own health to empower the party. It's nicely meta. (Crow's absurdly high magic attack was also a nice touch, I did a double-take when I looked at his status screen for the first time. Can he use it for anything or is it just for flavor?)
Overall I did notice that enemies hit really hard, though. Most late-game battles are spent getting constantly knocked out and juggling phoenix vials. (Oh, and speaking of that, there's some naming inconsistency; the tome calls itself "Mix Bottled Phoenix" and says it creates a "bottled phoenix" in the description. I presume you changed the name late in development? That's a pity, I think "bottled phoenix" is a funnier name.) That's fitting for a tank-centric battle system though.
Oh, one question: Why does Crow have a reflection when Mara doesn't?













